Except group decides to try to go HM if smooth run and can simply go standard vet if its to hard. Just has an couple of vet dlc HM who was not pure guild runs.ForzaRammer wrote: »Prog a dlc dungeon hm is now about as annoying as prog 20 minutes vas2 back in the days
More DPS = Shorter fights
Less DPS = Longer fights
If boss is designed to last 5m for weak group then good group will burn it in 20s. If the boss is designed to last 5m for good group it will take 20m+ for weaker group to get it done. U cant balance this.
I dont know how others feel but im kinda sick of burning bosses in less than minute... All that "just burn so we skip mechs" is rather boring.
chessalavakia_ESO wrote: »More DPS = Shorter fights
Less DPS = Longer fights
If boss is designed to last 5m for weak group then good group will burn it in 20s. If the boss is designed to last 5m for good group it will take 20m+ for weaker group to get it done. U cant balance this.
I dont know how others feel but im kinda sick of burning bosses in less than minute... All that "just burn so we skip mechs" is rather boring.
Potentially, ZOS could give the bosses buffs/debuffs based on the amount of damage incoming.
This would make the duration of fights less extreme on the low dps and the high dps ends.
ForzaRammer wrote: »Dungeon boss is way too much work if the fight is 8 minutes +, when trial bosses are often 5-10
alanmatillab16_ESO wrote: »Easy, just introduce a 5 minute rage timer so your group is wiped if you can't do the boss in 5 minutes. Thats what you want right? or are you after bosses to be even easier because by the Divines instanced group content is the only remotely challenging PVE content left in the game.
alanmatillab16_ESO wrote: »Easy, just introduce a 5 minute rage timer so your group is wiped if you can't do the boss in 5 minutes. Thats what you want right? or are you after bosses to be even easier because by the Divines instanced group content is the only remotely challenging PVE content left in the game.
Both options are very bad for soloing 4-man dungeons.
Imagine you solo DC2 and deal with that netch boss which as 15 seconds vulnerability window each 2 minutes.
it takes like 6 .. 8 minutes on normal and like 15 minutes on vet.
- making boss enraged means you can not solo it at all
- making boss easier means you lose challenge
(though i'd like this certain boss fight to be shorter, as fighting the netch is not hard, but long and boring, but on overall, you got my idea, yes?)
chessalavakia_ESO wrote: »More DPS = Shorter fights
Less DPS = Longer fights
If boss is designed to last 5m for weak group then good group will burn it in 20s. If the boss is designed to last 5m for good group it will take 20m+ for weaker group to get it done. U cant balance this.
I dont know how others feel but im kinda sick of burning bosses in less than minute... All that "just burn so we skip mechs" is rather boring.
Potentially, ZOS could give the bosses buffs/debuffs based on the amount of damage incoming.
This would make the duration of fights less extreme on the low dps and the high dps ends.
And it would effectively eliminate all the work you did or did not put into your character, everything would die at the same speed no matter the damage output of your group. You could make a group of four tanks in all defense sets and they would do fine while glass canon DD's don't have any advantage with their playstyle. A perfect "How to kill a game 101".
More DPS = Shorter fights
Less DPS = Longer fights
If boss is designed to last 5m for weak group then good group will burn it in 20s. If the boss is designed to last 5m for good group it will take 20m+ for weaker group to get it done. U cant balance this.
I dont know how others feel but im kinda sick of burning bosses in less than minute... All that "just burn so we skip mechs" is rather boring.
chessalavakia_ESO wrote: »You do have to admit what you are saying is mildly amusing considering the game's current circumstance. It's not exactly a rarity to hop into a dungeon run where you've got a DPS pretending to be the tank or the healer and having the run go more smoothly than if you actually had one.
Boss enrages and kills the players would also limit the fight to 5 minutesSo what do you expect to happen when a battle crosses the 5 minutes mark? Insta death to the boss? 😆
alanmatillab16_ESO wrote: »You have to consider the question: Are you supposed to be soloing instances intended for 4 people? The very fact that you can says that the instance needs to be harder not easier.
alanmatillab16_ESO wrote: »alanmatillab16_ESO wrote: »Easy, just introduce a 5 minute rage timer so your group is wiped if you can't do the boss in 5 minutes. Thats what you want right? or are you after bosses to be even easier because by the Divines instanced group content is the only remotely challenging PVE content left in the game.
Both options are very bad for soloing 4-man dungeons.
Imagine you solo DC2 and deal with that netch boss which as 15 seconds vulnerability window each 2 minutes.
it takes like 6 .. 8 minutes on normal and like 15 minutes on vet.
- making boss enraged means you can not solo it at all
- making boss easier means you lose challenge
(though i'd like this certain boss fight to be shorter, as fighting the netch is not hard, but long and boring, but on overall, you got my idea, yes?)
You have to consider the question: Are you supposed to be soloing instances intended for 4 people? The very fact that you can says that the instance needs to be harder not easier.
More DPS = Shorter fights
Less DPS = Longer fights
If boss is designed to last 5m for weak group then good group will burn it in 20s. If the boss is designed to last 5m for good group it will take 20m+ for weaker group to get it done. U cant balance this.
I dont know how others feel but im kinda sick of burning bosses in less than minute... All that "just burn so we skip mechs" is rather boring.